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I did mention this in the video but I'll put it down again here: If you guys want more, and it is stuff I know how to do I will make more tutorials.
There's a cut-scene tutorial with voice because the old one was laggy:
https://youtu.be/QboZCRLM4Q8
There's a quick tutorial on how to start movies without the quest tool.
https://youtu.be/j9TmV4xkLV0
You can start movies with the quest tool's phase ",movie _ myMovie"
but also with a CollisionReceiver object.
Put any modelObject on map then, open his attributes and change his class into CollisionReceiver then , in attributes, doubleclick on aOnCollisionAction and choose
act_movie then select your movie.
And there's another tutorial on ingame movie to move objects or animate them without
skipping the player's view.
https://youtu.be/ncbq7ZDVtps
Ps:
there's a little info on how to add varlist tracks (= post processing effects ) in movies
to add visual effects on screen:
"add a camera and right click on it then, add varlist http://gyazo.com/e1b0aa8700dd49cc3c782fdaf4a118e9
then, click on the varlist movie key and in the right panel, set value to positive number like 1 and uncheck use default
http://gyazo.com/f3fb4ec5dc2ec9ab2f421bac31aae07f
but to disable it , set the last key with 0 value then add new positive key value before the movie end or the varlist effects will spread out of the movie.
you can also test if you can add varlist in level track instead of camera but i never tested...
"
There ´s my tutorial ´s playlist:
http://www.youtube.com/playlist?list=PLcjhojICtR6RZDcc8bkTApofViJ4iFFQa
Please don't clog up useful Discussions with Advertisements!
talk of this on another thread to let this thread for user's tutorials thanks.
Dialogs video tutorial in french:
https://youtu.be/VJj8yw-XCzY
Text tutorial on dialogs creation:
First launch your map, open the assets window and create a NPC.
Open the NPC's attributes window and choose his skin under character field
and remember the character's name you choosed.
Now click on document,open dialog and choose "nameOfYourMap_dlg.xml".
https://i.gyazo.com/ef9e0f185d8c044ea2572b15e9d2c205.png
Now there's the Damn trick that opens the doors for making dialogs, in fact this is so easy that i
never thought to make this before.
Just right click on "All speakers" field (it's not meant to be a drop-down list?)
and Alleluia you can click on Add new speaker:
https://i.gyazo.com/80ff13b6f8eae30f6ec7197025274364.png
Name it as your NPC Character Name:
https://i.gyazo.com/f85a5625a2e20ee33ac82a62a7a25202.png
Right click on the speaker you just created in the left part of the dialog tool's window and
choose "insert a dialog group for the speaker" "Speaker name".
Name it as you want.
You will see new options in the middle of your screen.
Now, you will need text resouces.
To create them,find the "texts_steam_workshop.scr" of your project, it's located here:
C:\Program Files (x86)\Steam\SteamApps\common\Dying Light\DevTools\workshop\MyProject\data\texts_steam_workshop.scr.
Then open it with a notepad an edit the content.
There's an exemple script i made:
(If you edit your texts_steam_workshop.scr while in the devtools, click on refresh,reload texts
and you'll see the new content of your script.)
Now go back in the dialog editor page you opened and click on text resources button and you'll see
the content of your text script.
Drag one "Dialog text" to the use option in the dialog group(in my script above it's the "Farid_00DLG00" one):
https://i.gyazo.com/7a7fc2e62a33ca5fa245415b033109c2.png
Now in the dialog window, under Actor, choose the speaker (with my script it's "Farid(MouDuGenou.)")
and it's not necessary to set one target actor (dunno how to create one for now).
Now the dialogs are almost ready but you need a quest to use the dialogs(maybe other DevTools class can launch a dialog but?)
So for those who don't know how to create quests:
click on quest assist star button, right click in the quest assist on the star then under choose campaign,
select Workshop campaign(i don't know if other main and local quest are working but someone said it's causing bad things?)
Right click again on the star and create pxsl, click on refresh in the new window then choose the "quest" folder
and click on new folder button, and (very important!!) give this folder your map name (not project name but map).
To know your map name, look here:
C:\Program Files (x86)\Steam\SteamApps\common\Dying Light\DevTools\workshop\MyProject\data\maps\MyMap
and for your quest pxsl folder's directory, it's there:
C:\Program Files (x86)\Steam\SteamApps\common\Dying Light\DevTools\workshop\MyProject\data\quests\MyMap.
Now you can click on save pxsl.
In the quest window, delete this"-source=" and build your code, there's an example:
The key of all this stuff is the ,talk command in the quest tool, so type ,talk and if you have already followed all steps,
the ,talk command should create proper dialogs instead of showing you Voice2d option.
Now, the quest assist tool wont load your quest so reload the devtools and play!!!!!!!!!!!!!!!
For adding dialog sound;
(The sound file name should be the same as your text ID)
Like here:https://i.gyazo.com/7a7fc2e62a33ca5fa245415b033109c2.png
On this image the text ID is Farid_00DLG00 so your sound name should be
Farid_00DLG00.ogg .
So it will be automatically added to the dialog sound.
Ps:
for dialog duration, you can add a custom .ogg sound and the dialog text line will have
the same duration as your sound or you can set each dialog line's duration when you
click on the dialog line in the dialog window under Misc , Pause after.
(thanks to < Ŧ r ☻ s † > [H9RR9R] who gave me this trick)
hope it's usefull
https://youtu.be/MRloLXx9JJc
regards
I made this by DELTA FORCE request.
If you have downloaded free 3d models on internet and you can't import them
into the devTools, open it (import it) in blender and then, enable object mode with tab key
and select all parts of your object and click on object button then, click on join (ctrl+j) to join different meshes into one mesh or change the mesh hierarchy until it import successfully into the devtools.
Part 1 :
This is a tutorial on how to create a custom pistol in blender and add
it into Dying light Developer tools custom map.
https://youtu.be/V5nAyJpubOQ
Part 2 :
This is a tutorial on how to triangulate a custom pistol in blender and apply smooth shading on it to avoid facetted textures on the mesh,
i mean ingame.
https://youtu.be/MZdth0MX420
Part 3 :
This is a tutorial on how to export a custom pistol with blender and export it in FBX format also adding hook (holder) for dying light weapons.
https://youtu.be/M5XQsxHK6Gw
Part 4 :
This is a tutorial on how to create a dds texture also import custom meshes into Dying Light Developer tools.
https://youtu.be/-mcrPf2liTM
To preview dds textures quickly:
http://www.nvidia.com/object/windows_texture_viewer.html
then set open dds with wtv.exe in file properties.
and to have dds texture thumbnails in windows:
http://sourceforge.net/projects/sagethumbs/?source=typ_redirect
To edit and create or convert dds textures:
Gimp ;
https://www.gimp.org/
https://code.google.com/archive/p/gimp-dds/
https://code.google.com/archive/p/gimp-normalmap/
Paint.net:
http://www.getpaint.net/index.html
Photoshop,
Paint shop pro
...
Part 5 :
This is a tutorial on how to edit the Dying Light Workshop weapon script to add a custom weapon with custom ID in the devtools.
Also how to scale the weapon afterwards to fit in player's hand.
https://youtu.be/pnKvTEM1yNg
Part 6 :
This is a tutorial on how to apply your textures onto a custom imported weapon with the DevTools material editor.
Also testing the weapon ingame.
https://youtu.be/Uvc965fxIKY
https://youtu.be/9PwEfADe3h8
https://youtu.be/PICULuDN_cc
https://youtu.be/RarnQLF4anI
And there ´s some explanations on quest creation:
http://forum.techland.pl/topic/13018-help-with-phases-in-between-maps/
This is how you can add collectable notes in Dying light custom maps.
Then the player can open his menu and press f to open collectables and read the note.
Part 1:
https://youtu.be/NLyV_f3e5ck
Part 2:
https://youtu.be/xw2gQ0s7Vwo